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More align SA1 and SA2 #203
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PAUSE_GRAPHICS_QUEUE(); | ||
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#if (GAME == GAME_SA1) | ||
if (!dm->playerPressedStart) { | ||
CreateSegaLogo(); |
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We could possibly align these by calling them CreateTitleScreenIntro
?
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The title screen logo is something different.
The "Sonic Advance" banner is created separately from the background, if I'm not mistaken.
As it is, it's clear what we mean.
@@ -612,7 +617,7 @@ void SpawnMapEntities() | |||
void Task_8008DCC(void) | |||
{ | |||
#ifndef NON_MATCHING | |||
struct Range *newRange2Ptr; | |||
struct Range *newrange2Ptr; |
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Why is this relabelled?
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Maybe a search and replace error
character = &p->character; | ||
memset(p->unk99, 0, sizeof(p->unk99)); | ||
{ | ||
u32 *ptr = (u32 *)(&p->SA2_LABEL(unk99)[0]); |
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You can probably remove the comment above with regard to the "actual" code
ring->unkC--; | ||
} | ||
} | ||
} | ||
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#define USE_HITBOX_RECT 1 |
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Do these need to be added back?
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Well, they're still used. But of course I don't want to insert something that's not needed. ^^
src/game/stage/player.c
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playerID = &p->playerID; | ||
character = &p->character; | ||
u32 *ptr = (u32 *)(&p->SA2_LABEL(unk99)[0]); | ||
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s32 i = 4; |
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This still isn't gonna work lol
src/game/stage/player.c
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@@ -794,9 +794,9 @@ void InitializePlayer(Player *p) | |||
*u99_r6 = 0x7F; | |||
#else | |||
{ | |||
u32 *ptr = (u32 *)(&p->SA2_LABEL(unk99)[0]); | |||
playerID = &p->playerID; |
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Also, if you really think this loop is real code, you might as well just wrap the if ((*playerID == 0)
in non matches too and not use the pointers if you are not using the asm. The code you have here is like half way between a fake a real match.
#endif | ||
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#if (GAME == GAME_SA1) | ||
p->acceleration = Q(8. / 256.); |
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? Acceleration is the same?
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Yep.
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Minor point about acceleration being the same on both games apparently?
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